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Which profession is the best in the miracle world?
The basic attributes of Sun's professional figures are:

Warrior: Li 26 min 13 body 27 wisdom 4 spirit 10,

Knight: Force 23 Min 16 Body 23 Wisdom 6 Spirit 12,

Archers: Li 18 min 20 body 19 wisdom 9 spirit 14,

Mage: Li 8 min 12 body 13 wisdom 25 spirit 22.

Sun's professional role attributes must be supplemented as follows:

Warrior: strength

Knight: Agile

Archer: Agile.

Mage: Wisdom

There are four ways to add attributes to Sun's professional figures:

Warrior: ① Strength+Sensitivity ② Strength+First Skill ③ Strength+Second Skill ④ Strength+Double Skills.

Knight: ① Minimum+Strength ② Minimum+First Skill ③ Minimum+Second Skill ④ Minimum+Double Skills.

Archers: ① sensitivity+strength ② sensitivity+first skill ③ sensitivity+second skill ④ sensitivity+double skills.

Mage: ① Wisdom+Strength ② Wisdom+First Skill ③ Wisdom+Second Skill ④ Strength+Double Skills.

SUN's professional equipment requirements are divided into three types:

Warrior: ① Strength+Sensitivity ② Strength+First Skill ③ Strength+Second Skill.

Knight: ① sensitivity+strength ② sensitivity+first skill ③ sensitivity+second skill.

Archers: ① sensitivity+strength ② sensitivity+first skill ③ sensitivity+second skill.

Mage: ① wisdom+strength ② wisdom+first skill ③ wisdom+second skill.

Sun's requirements for professional weapons fall into four categories:

Warrior: ① Strength ② Strength+Sensitivity ③ Strength+First Skill ④ Strength+Second Skill.

Knight: ① Agility ② Sensitivity+Strength ③ Sensitivity+First Skill ④ Sensitivity+Second Skill.

Archers: ① Agility ② Agility+Strength ③ Agility+First Skill ④ Agility+Second Skill.

Mage: ① Wisdom ② Wisdom+Strength ③ Wisdom+First Skill ④ Wisdom+Second Skill.

Sun's career promotion chart can be divided into three types:

① personal room map

② Team room map

③ Map of task room

Everyone can take what they need, look at the following floor description according to the occupation department they want to see, and find the corresponding floor, saving valuable time.

Main Building: Skill Damage —— Skills in Sun's Summary of Iron Blood spirit of war (1)

Architecture 1: Skill Status —— Skills in Sun's spirit of war Summary (II)

The second layer: guard skills-summary of the skills of Iron Blood spirit of war Sun (3)

The third layer: Technology-Sun Ji Iron Blood spirit of war Summary Edition (4)

The fourth level: fighting skills-summary edition of Sun's "Iron Blood spirit of war" (V)

The fifth floor: dragon dance stunt-Sun stunt iron blood spirit of war version (6)

The sixth layer: fighting skills-Sun's "Iron Blood spirit of war" summary edition of fighting skills (7)

The seventh layer: summoning skills-summary of Sun's skills in Iron Blood spirit of war Edition (8)

Level 8: Natural Skills —— Review of spirit of war's Skill Sun (9)

9th Floor: Life Skills-Review by spirit of war Skill Sun (10)

Skills 1 and 2 are theoretical parts, which are difficult to understand, especially the difference between injury and attack and the type of attack, and can be skipped.

Unfortunately, the game is not simple to play. It involves many logical and mathematical problems. I try to express it simply, but my ability is limited. I hope I can understand.

In order not to be misinterpreted intentionally or unintentionally, it is emphasized that the logic and expressions used in this series are not completely in accordance with the official model, but are analyzed and explained by themselves on the basis of using the official system as much as possible, and it is inevitable that there are some differences.

For example, there is no such icon in the standard state, but for the convenience of discussion, I list it separately in the skill state and analyze it as the standard state.

Please read this article on this basis, otherwise it will lead to various misunderstandings.

Skill Damage —— Skills in the First Edition of Sun's Summary of Iron Blood

Author: Iron Blood ☆ Aotian Long

First, the factors that affect the injury: (Be sure to see)

The factors affecting data damage caused by sun attack are as follows:

1, Grade: Grade is the key to everything, regardless of the equipment attributes and skills that can be exchanged for grades and the light grade itself. Roughly speaking, the attack power can be adjusted by 2%-2.3% per 1 grade difference, that is, if you are higher than your opponent 1 grade, you will hurt him by 2%.

-Special note: 1: This adjustment will not make your "data damage" (see "the difference between attack and damage" below) exceed your current attack power (* * the attack power that helps you randomly), nor will your "data damage" be less than 10% of your current attack power, that is to say, the level modulation has upper and lower limits.

-In particular, the value of 2: 2% is not a constant value, nor an accurate value, but a general concept, giving you a general feeling of the influence on the level. It is directly proportional to the opponent's total physical or magical defense value and inversely proportional to the opponent's level, but these two items have little influence. If the level is 1, the value is 65438+. This value is 2.5%, 50-level 500 defense is 2.3%, 50-level 400 defense is 2.2%, and 50-level 200 defense is 2. 1%.

-Special Note 3: Again, it is based on the premise that everything else remains the same.

2. Defensive power: each point of defense will reduce the data damage of this type of attack 1, as above. Under the premise that any other factors remain unchanged, it is also not a constant value or an accurate value, and the upper and lower limits are the same as above.

The only difference is that this value only depends on the opponent's level and is inversely proportional to the opponent's level. 1 .33 for1grade and 1. 18 for 1.05 grade.

-Special note 1: Generally speaking, if you are lower than the monster 1, then you must use a defense of 35 to offset the damage weight caused by its poor level. Of course, this still can't make up for your defect in injury ability.

3. Attack power and attack mode: the improvement of strength or intelligence attributes, the improvement of weapons and other equipment potions, state skills, and the initial fixed value of characters add up to the attack power of ordinary attacks; If it is an attack skill, then add the total value of the basic attack power indicated by the attack skill; After calculating with the enemy's level and defense, a preliminary damage value is obtained.

If it is a continuous injury type, directly calculate the injury every 0.5, 1 or 2 seconds.

4. Offensive characteristics and defensive characteristics: This point has not been fully tested at present, but there is indeed a special relationship between offense and defense.

Among them, the most obvious thing is that when you take off all the armor, in addition to the normal defense reduction, depending on the specific skills and attack methods, you will suffer 20%-50% more damage.

That is to say, a soldier takes off his clothes and defends with a long knife for 50 points, and defends with armor for 50 points. Other conditions being the same, the injuries suffered are completely different and there is a big gap.

The defensive characteristics can be divided into five categories: no armor, cloth armor, leather armor, chain armor and plate armor, which are only related to the types of armor.

The attack characteristics can be divided into five categories: empty-handed, magic, cutting, puncture and blunt attack. It is impossible to determine whether it is related only to weapons or to specific skills, skill categories or other factors at the same time. It is even more impossible to determine whether an attack has only a single attack feature ... that's why we can't test and determine.

All monsters have their own defensive characteristics. As for the characteristics of the attack, it is impossible to determine whether there is one. Generally speaking, animals belong to no armor, mages belong to cloth, leather armor belongs to archers, chain armor belongs to light fighters, plate armor belongs to heavy fighters, and it is unknown whether boss belongs to a special type. Players can generally distinguish between them.